katadder said:(..) and the particle beams are generally weak so should gain that trait and be 6AD,(..)
Chernobyl said:trying again
Nike-class Battlecruiser (Crusade Era EA) v2
PL: War
Hull: 6
Speed: 8
Turns: 1/45
Troops: 3
Craft: 2 Thunderbolts
Special: Advanced Jump Point, Flight Computer, Interceptors 4, Self-repair 2, Afterburner
Damage: 70 / 18
Crew: 65 / 20
Weapons
Heavy Particle Cannon ----------- B - 25" - 4AD - Beam, SAP, TD
Advanced Missile Rack ----------- F - 30" - 4AD - Precise, SAP, SL*
Q-Lasers ---------------------------- F - 12" - 4AD - MB, AP
Heavy Phasing Pulse Cannons - F - 12" - 6AD - AP, DD
Q-Lasers ---------------------------- P - 12" - 3AD - MB, AP
Heavy Phasing Pulse Cannons - P - 12" - 4AD - AP, DD
Q-Lasers ---------------------------- S - 12" - 3AD - MB, AP
Heavy Phasing Pulse Cannons - S - 12" - 4AD - AP, DD
Particle Beams --------------------- T - 6" --- 8AD - AF, TL
Railguns ----------------------------- T - 12" -- 6AD - AP. DD
* This weapon Ignores slow-loading trait unless crippled
prelude_to_war said:Whoa - lot of changes since I last checked...what happened to the T missile rack? And back up to 3 troops? Self-repair made it back in? hm...will ponder this...
kritikalfailure said:By the way, am I assuming correctly that an Afterburner on non Aux craft simply allows the ship to use All Power to Engines once in a battle instead of as many times as desired?
OK, I'm impressed by how interesting and balanced this ship is, massive compliments all round! I've been monitoring this thread but didn't want to butt in on a slightly personal discussion to those who had purchased the ship. However, now things are in their final stages (and there is a small chance Mongoose would be interested in the design) I thought I'd chip in with my opinions.Chernobyl said:trying again
Nike-class Battlecruiser (Crusade Era EA) v2
PL: War
Hull: 6
Speed: 8
Turns: 1/45
Troops: 3
Craft: 2 Thunderbolts
Special: Advanced Jump Point, Flight Computer, Interceptors 4, Self-repair 2, Afterburner
Damage: 60 / 16
Crew: 75 / 30
Weapons
Heavy Particle Cannon ----------- B - 25" - 4AD - Beam, SAP, TD
Advanced Missile Rack ----------- F - 30" - 4AD - Precise, SAP, SL*
Q-Lasers ---------------------------- F - 12" - 4AD - MB, AP
Heavy Phasing Pulse Cannons - F - 12" - 6AD - AP, DD
Q-Lasers ---------------------------- P - 12" - 3AD - MB, AP
Heavy Phasing Pulse Cannons - P - 12" - 4AD - AP, DD
Q-Lasers ---------------------------- S - 12" - 3AD - MB, AP
Heavy Phasing Pulse Cannons - S - 12" - 4AD - AP, DD
Particle Beams --------------------- T - 6" --- 8AD - AF, TL
Railguns ----------------------------- T - 20" -- 6AD - AP. DD
* This weapon Ignores slow-loading trait unless crippled
Oops on the two turns - as you can see from my post I didn't mean to give it that upgrade...edited above.katadder said:congratulations, you have finally created a viable EA armageddon ship. compare this to the nemesis and you will see it totally outguns it. the only thing the nemesis really has better is the beam. but the nemesis has 1 turn compared to the 2 you have put the nike back to. if the marathan is a replacement for the hyperion then surely this is a replacemnet for the omega, so 1 turn should be all it has. once again i doubt i will play this thing at war level. if its made armageddon level i may let one into a game. but lets do comparisons with the nemesis on a 1v1:
obviously the damage/crew on the nemesis is higher, and it has higher self repair in theroy, altho some turns it can be lower. your ship is slower than the nemesis, this in itself makes it more manouvreable, then it has 2 turns, very important on boresights and again more manouvrable.
the nemesis wins in boresight arc.
front arc the nemesis has 10AD of AP DD weapons and 6 AD of missiles.
the nike has 4AD of missiles, 12AD of AP DD, 4AD of AP MB, 8AD of TL AF
nike wins
port/starboard arcs
the nemesis has 8AD of AP, MB TL
the nike has 3AD of AP, MB, 10AD of AP,DD (the same as the nemesis front), 8AD of TL AF
nike wins again
aft arc
nemesis has 8AD of AP,MB,TL
nike has 6AD of AP,DD, 8AD of TL AF
close, would say draw but really think Nike edges it due to DD weapons
so apart from the boresight which the nike is more likely to get than the nemesis the nike outguns the nemesis in all arcs apart from possibly rear. now in a fleet battle its only abuot as effective as the nemesis if surrounded but in 1v1s it will totally destroy this armageddon ship and you get 2 at the PL you wanted.
you really havent created a war ship, you have created an upgunned aramgeddon ship.
Excluding the boresight (if you insist, even though this is the Nemesis's biggest forward threat, despite it being boresighted), the Nemesis still puts out roughly virtually the same damage (about 92%) as the Nike and also puts out more criticals than the Nike.katadder said:the nemesis wins in boresight arc.
front arc the nemesis has 10AD of AP DD weapons and 6 AD of missiles.
the nike has 4AD of missiles, 6AD of AP DD, 4AD of AP MB, 8AD of TL AF
nike wins
Nemesis does about 140% of the Nike's damage herekatadder said:port/starboard arcs
the nemesis has 8AD of AP, MB TL
the nike has 3AD of AP, MB, 4AD of AP,DD (the same as the nemesis front), 8AD of TL AF
nike wins again
Not even close, the railgun may be able to cover the aft but it's more often than not going to be shooting elsewhere.katadder said:aft arc
nemesis has 8AD of AP,MB,TL
nike has 0AD of AP,DD, 8AD of TL AF
close, would say draw but really think Nike edges it due to DD weapons
Triggy said:Chernobyl said:trying again
That said there are two things I'd change. One is very minor - the Railgun range to EA standard. The second is more pertinent but has a significant effect on the ship. There is no point in Self-repair unless there is significantly more crew on board than damage. With my suggested changes to the crew and damage scores you'd have a slightly more survivable ship and one you have to think about how to best use the self-repair ability rather than ignore it. Also, I've raised the crew threshold to represent the fewer crew on board, with the flight computer compensating until it's possibly lost if the ship is crippled. This should show the reliance on the technology suitably well.
Any thoughts on how that would take the Nike?
Triggy said:Oops on the two turns - as you can see from my post I didn't mean to give it that upgrade...edited above.katadder said:congratulations, you have finally created a viable EA armageddon ship. compare this to the nemesis and you will see it totally outguns it. the only thing the nemesis really has better is the beam. but the nemesis has 1 turn compared to the 2 you have put the nike back to. if the marathan is a replacement for the hyperion then surely this is a replacemnet for the omega, so 1 turn should be all it has. once again i doubt i will play this thing at war level. if its made armageddon level i may let one into a game. but lets do comparisons with the nemesis on a 1v1:
obviously the damage/crew on the nemesis is higher, and it has higher self repair in theroy, altho some turns it can be lower. your ship is slower than the nemesis, this in itself makes it more manouvreable, then it has 2 turns, very important on boresights and again more manouvrable.
the nemesis wins in boresight arc.
front arc the nemesis has 10AD of AP DD weapons and 6 AD of missiles.
the nike has 4AD of missiles, 12AD of AP DD, 4AD of AP MB, 8AD of TL AF
nike wins
port/starboard arcs
the nemesis has 8AD of AP, MB TL
the nike has 3AD of AP, MB, 10AD of AP,DD (the same as the nemesis front), 8AD of TL AF
nike wins again
aft arc
nemesis has 8AD of AP,MB,TL
nike has 6AD of AP,DD, 8AD of TL AF
close, would say draw but really think Nike edges it due to DD weapons
so apart from the boresight which the nike is more likely to get than the nemesis the nike outguns the nemesis in all arcs apart from possibly rear. now in a fleet battle its only abuot as effective as the nemesis if surrounded but in 1v1s it will totally destroy this armageddon ship and you get 2 at the PL you wanted.
you really havent created a war ship, you have created an upgunned aramgeddon ship.
As you probably know, I consider the Nemesis to be underpowered so long as its crew value stays so low - with it at about 120/20 it would be a nice balanced ship (able to take 50% more fire than at present too). This "revised" crew/damage score would be roughly double my version of the Nike.
From this point, so long as the weapons are roughly 50% stronger on the Nemesis then I'm happy.
Actually a better ship to compare the Nike to would be the SFoS Warlock. The Warlock is a tiny bit tougher, has more potent front guns and slightly less potent side and aft guns.
On your comparisons of Nemesis vs Nike weapons, not only do I disagree with your assessments but you've repeated some of the Nike's turreted weapons, using them two or three times...
Excluding the boresight (if you insist, even though this is the Nemesis's biggest forward threat, despite it being boresighted), the Nemesis still puts out roughly virtually the same damage (about 92%) as the Nike and also puts out more criticals than the Nike.katadder said:the nemesis wins in boresight arc.
front arc the nemesis has 10AD of AP DD weapons and 6 AD of missiles.
the nike has 4AD of missiles, 6AD of AP DD, 4AD of AP MB, 8AD of TL AF
nike wins
Even matchup
Nemesis does about 140% of the Nike's damage herekatadder said:port/starboard arcs
the nemesis has 8AD of AP, MB TL
the nike has 3AD of AP, MB, 4AD of AP,DD (the same as the nemesis front), 8AD of TL AF
nike wins again
Not even close, the railgun may be able to cover the aft but it's more often than not going to be shooting elsewhere.katadder said:aft arc
nemesis has 8AD of AP,MB,TL
nike has 0AD of AP,DD, 8AD of TL AF
close, would say draw but really think Nike edges it due to DD weapons
By these numbers the Nemesis would actually win on every category except maybe the front without the boresight guns and it [should have] a hugely larger ability to take damage.
You really can't include one of the Nike's feature weapons in every arc's calculations. When working out its worth, I gave it a premium for being turreted (of 25% over a front arced weapon) and still found the ship balanced. The anti-fighter guns are more relevant although again including them in every arc is a little over the top (and yes again I did count a premium for them over any other arc).